Rules Robin Burke GAM 224 Fall 2007. Outline Administrativa Rules Example Types of Rules Emergence

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Rules

Robin Burke

GAM 224

Fall 2007

Outline

Administrativa Rules Example Types of Rules Emergence

Admin

Analysis project Selected game due today

Due Monday Homework #1

Where are we?

Monday was the beginningUnit I: Rules

Up to Chapter 14 in the bookimportant backgrounddefining gamesdefining rules

Now we will start to skip around a bit

Systems

Systema group of interacting, interrelated

elements forming a complex whole Components

ObjectsAttributesRelationshipsEnvironment

Asteroids

Important

No one feature of a game can be meaningful by itselfExample

• only 4 bullets at a time

When we analyze a gamewe have to think about the whole

system at work

Systems at Different Levels

Formal systems defined by symbols / objects the rules for their manipulation

Experiential systems the players their experience of the game

Cultural systems the game itself its role in society

Properties of rules

Limit player action Explicit and unambiguous Shared by all players Fixed Binding Repeatable

Rules

Rules are central a game is a system in which players

engage in an artificial conflict defined by rules that results in a quantifiable outcome

Notice the more significant the game, the more

focus is on the rules and their administration• significant = results with real-world consequences,

lots of spectators, etc.

Why is this?

Rules define the mechanisms of playand not play

Rules specify what the game is aboutand not about

Example 1

Basketball "A player is entitled to any spot on the court he

desires, provided he legally gets to that spot first and without contact with an opponent "

"A player shall not hold, push, charge into, or impede the progress of an opponent "

Message this game is about maneuvering around opponents

not colliding with them this is not a game about territory:

• you can't physically stop your opponent from moving

Example 2

Dots and Boxes Each player can add one line per turn A player enclosing a square marks it as his

and can take another turn Message

This game is about territory It is accumulative

• territory won cannot be lost later Players have time to deliberate

Example 3

AsteroidsThe ship can shoot and maneuver

• but can only rotate in 15º incrementsOnly 4 bullets can be on the screen at

a time Message

Player cannot shoot indiscriminatelyPlayer must move as well as shoot

Thunderstorm

four dice object

to be the last player whose house is not struck by lightning rules

player rolls all available dice if no ones are rolled

• player adds to "house" drawing• if house is already complete, it is struck by lightning and player is out

if at least one 1 is rolled• all of the dice with ones are removed from play• play passes the next player• if all dice are ones

• all four dice are back in play house

seven elements

Play

Eight and out

deck of cards 6, 5, 4, 3, 2, A in four piles by suit

object to be the last player with the most points

rules each player draws one card from each pile if an Ace is drawn

• that deck is removed from play• all other decks are reshuffled• if all drawn cards are Aces,

• all four decks are back in play if no Aces are drawn

• a player gets one point if a player gets 8 points

• he is out

Is this the same game?

Nothere's no drawing of housesthere's no rolling of dice

Yesthere is the same internal logicthere is the same distribution of

probabilities

To clarify

Each dice 6 random outcomes 1/6 chance of a 1

Each deck 6 random outcomes 1/6 chance of an A

Scoring seven strokes plus lightning tallying 8 points

Rule types

Operational ruleshere is what the players do

Constituative rulesthe internal structure of the game

Which is the game?depends on the questions you want to

ask

Operational Rules

What players do in order to playChoicesMovesResources

Operationally"Thunderstorm" different from "Eight

and Out"

Constituative Rules

Logical and mathematical structure of the game Players may be ignorant and still play

Logically The two games are the same Isomorphic

• 1 to 1 mapping A game played under one set of rules

• could be described under the other rules• the outcomes would not change• the probabilities of those outcomes would not

change

Consequences

Operational rules Affect the experience of play

• how easy is it to tell if you're ahead?• what is the sense of drama?

Constituative rules Affect the way the player will think about

choices• what strategies are best?• what the differential values of particular options?

Implicit rules

Rules that make the game playablePlayer decorumTurn length

The more significant the gamethe more implicit rules become

operational

Computer games

Perfect for creating large, complex sets of constituative rules logical and mathematical structure are there players don't have to keep track

Operational rules limited by what the interface can provide many more possibilities provided by real-

world objects

Example

Compare Paper & Pencil role-playing D & D

Computer RPG Elder Scrolls: Oblivion

D&D Substantial burden on players to compute probabilities,

remember effects of actions, etc.• Players do the constituative work

But you have enormous freedom of action• The DM can come up with a response regardless of your choice of

action

Oblivion You can play without knowing anything about the underlying

probabilities Can only do those actions that the game accepts

Quick ways to get a rewrite

"Here are the operational and implicit rules of my game"

“There are no rules” “The game is just like real life”

Simulation vs Rules

Are the rules of NBA Live the same as the rules of NBA basketball? The game wants you to think so

All the details are right time-outs quarters passing shooting etc.

Simulation vs Rules

But of course they aren't the players dribble automatically you control different players at different times you don't have to aim your passes or shots players don't hear broadcast commentary while

playing sometimes you’re the coach, sometimes the player

You have to get past the rules of the simulated game to think about the actual rules of the video game

Real rules

Examples player stats and their impact on player interactions power-ups and “special” moves player AI

• team and opponent playbook

Don’t let the game deceive you think about what the player’s choices are what computations turn those choices into

outcomes

From simple to meaningful

The rules of go can be explained in 10 minutesbut it takes years to mastergames have great strategic intensity

How does intensely meaningful play arise from simple rules?

Emergence

product of coupled, context-dependent interactions

resulting system is non-linear behavior cannot be reduced to the

sum of its parts

Coupling

From systems theory Objects are coupled

if a change to one causes or requires a change in another

Example The position of one piece on the go board

impacts the strategic importance of others• players should consider the whole network of

relationships when making a move

Coupling 2

In engineering we try to avoid coupling between objects in

systems tight coupling makes a system hard to

change and fix makes its behavior hard to predict

In game design coupling can produce great gameplay

• it makes the user's decisions more meaningful• a decision here affects the whole outcome

• if you don't feel this way, what is the point?

Asteroids

Example

Coupling between thrust, firing direction and orientation in AsteroidsForces the player to manage attitude,

position and aiming simultaneously Add in precise collision detection

changes in orientation can affect asteroid collisions, too

Choice of ship orientation becomes a meaningful one

Context-dependent Interactions An interaction is context-dependent

if its outcome is not solely determined by the properties of the interactors

but also the environment of interaction Examples

Asteroid vs ship• outcome is always the same• not context-dependent

An incomplete pass in football• stops the clock

• may be important late in the game

Context-dependency

Requires the player to understand the context before making choices

The context becomes a feature that can be manipulated as well as the player's choices

Example stealth mechanic

• turns ordinary movement into a context-dependent activity

Asteroids• presence or absence of alien ship changes

strategy for attacking asteroids

Emergence through Combination When pieces can be combined in a complex system

their behavior may have emergent properties a type of context-dependency

Example Chess

• two rooks Advance Wars

• recon / rockets• submarine / battleship

RPGs• healer / fighter in party

Non-linearity

Technically, the property that a linear change in the input to the system produces a change in output that is not linear A non-linear system is one in which the behavior

"breaks" at certain points Non-linear systems theory

• also called complexity theory and chaos theory Examples

a window and a baseball• small velocities bouncing• large velocities shattering• larger velocities puncturing

almost any macro physical system

Non-linearity 2

Most games are inherently non-linear Two outcomes – win / lose Often a single game decision (input) can

make the difference between winning and losing (output)

Otherwise the game becomes predictable

• once behind, one can never catch up Example

Asteroids• a tiny navigation or prediction error can mean loss

of ship

Meaningful Play

Emergence helps make the play meaningful it means the choices matter

• things are highly coupled it can generate more choices

• combining parts for complex wholes it makes that the game seems more "real"

• the real world is non-linear it gives the player something to learn

Example: Metroid

Player has an infinite supply of bombs bombs explode after a short time interval bombs do not fall with gravity

In the "ball" state the player can survive a bomb explosion and be tossed in

the air Result

the player can drop a bomb, drop another in the air, which throws them higher, etc.

access to vertical space is limited only by player's mastery of this technique

If it wasn't for this emergent characteristic the designer would have to build in some kind of super jump, or would have to make levels that use the vertical dimension less

Bad emergence

Emergence may mean that an unanticipated strategy succeeds when it shouldn't

Example Deus Ex Mines can be attached to walls In some levels

• the player can build a ladder from mines• get to the next level without completing the current

one

Designing Emergence

By nature not totally predictable Game must have complexity

coupling context-dependency

Objects must have multiple relevant dimensions on which they vary

Iterate find (and eliminate) bad emergence find (and enhance) good emergence

Systems

Emergence is a system phenomenon two coupled objects ≠ emergence

• weapon and ammo many coupled objects

• weapon and ammo and mission and enemy and location and carrying capacity and weapon upgrades and cost and ...

• now we start to see emergent complexity But too much complexity

can burden the player's decision making good games introduce couplings one at a time to

build up the player's abilities good games build on player's real-world experience

and expectations so there is less to learn

Summary

Every game has rulesNot always obvious

Don’t confuse constituative and operational rulesConstituative = internal logic structureOperational = what you do to play

Monday

ReadingCh. 17Information

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